Benoit Dupuis retweetledi
Benoit Dupuis
212 posts

Benoit Dupuis
@BenoitDupuis
Senior Technical Product Manager @unity3d
Montreal, Quebec Katılım Eylül 2009
35 Takip Edilen53 Takipçiler
Benoit Dupuis retweetledi

Folks. Can I explain something about world models? Seems like today might be a good day for that.
Advances in large-scale “world models” — whether developed by partners like Google or others — materially expand the frontier of interactive content creation. These models can generate high-quality, interactive, video-like experiences from natural language or minimal input.
Today, they are primarily editable through prompting, which limits the level of determinism and precision required for production-grade game mechanics. As a result, their outputs remain probabilistic and non-deterministic, making them unsuitable on their own for games that require consistent, repeatable player experiences.
Rather than viewing this as a risk, we see it as a powerful accelerator. Video-based generation is exactly the type of input our Agentic AI workflows are designed to leverage—translating rich visual output into initial game scenes that can then be refined with the deterministic systems Unity developers use today. Our agents already generate high-quality scenes from static video. Interactive, camera-controllable video from world models would further enhance this pipeline and materially improve the fidelity and speed of early-stage content creation. We believe this represents a meaningful step forward for AI-driven development across the industry.
Unity’s role is to operationalize these advances. Outputs from world models are ingested into Unity’s real-time engine, where they are converted into structured, deterministic, and fully controllable simulations. Within Unity, creators define physics, gameplay logic, networking, monetization, and live-operations systems to ensure consistent behavior across devices and sessions.
This combination enables developers to move faster from concept to scalable product: AI accelerates environment and asset generation, while Unity provides the execution layer that transforms generated content into reliable, monetizable experiences.
As a result, world models expand content supply and reduce development friction, while Unity remains the system of record for runtime, distribution, and long-term operations. This dynamic broadens Unity’s addressable market and reinforces its central role in the interactive ecosystem.
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Benoit Dupuis retweetledi

Hi #Unity friends - we’re looking for animators, UI artists, designers, generalists, level designers, gameplay & pipeline folks at #Unite2024 for Pre-alpha hands-on feedback sessions. Each session is 1h15, please register interest by email unityresearch@unity3d.com

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#Unite2023 is right around the corner, and I'll be attending to speak about Creating better Editor and game interfaces faster with UI Toolkit! I'm hoping to see many of you there. If you want to know more about the different sessions and the schedule: unite.unity.com

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@prime_31 Regarding this issue in particular, did you submit a bug? Or could you add more context? We'd like to get that clarified but would need more data.
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@prime_31 I prefer not to engage in the debate over whether Unity should be involved in game-making. There are numerous other methods to ensure the reliability of code, yet bugs may still slip through or features may not be utilized as expected.
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🎉 Text Animator 2.0 is out! 🎉 You can:
- Preview effects in Edit mode
- Create your own tags (e.g. "<angry>" or "<cold>" as new variants of the "shake" effect)
- Create even *more* effects and combos
- Hide letters and words individually
and much more! Link 👇🏻 #madewithunity
GIF
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Benoit Dupuis retweetledi

👀 Curious about updates to DOTS, render pipelines, Editor tooling, and platform support, coming soon in #Unity 2022.2 Tech Stream?
📢 Join us this Wednesday on Twitch (twitch.tv/unitytech) as we dive into these tools and features with devs behind the tech.

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@Flyhy3 @unitygames Hello, it's in our plans but we don't have an ETA for it yet.
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@unitygames Hey @unitygames any plans on making this work in worldspace ? Would be super useful for vr!
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How it starts: Trying our new UI Toolkit sample project
How it ends: Becoming an expert of the UI Toolkit in #Unity2021LTS
Not convinced? Check out what's included in this demo (🧵 1/7)

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@pauliom @unitygames We don't have a more precise ETA to share at this moment.
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@unitygames I see World-Space (canvas/camera) is 'planned', any ball-park time frame for this?
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Want to know the latest in developing user interfaces in Unity? Available in #Unity2021LTS, UI Toolkit supports the creation of runtime UI as an alternative to Unity UI (uGUI).
Learn how you can get started with the UI Toolkit in our blog 🔽
on.unity.com/3JIHaY6
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⛰️ Shouting the news from the peaks of the Misty Mountains: Unity intends to acquire @weta_digital, picking up its industry-leading tools and engineers. Can’t wait to see our creators and artists push the boundaries of RT3D. on.unity.com/2YwNIrb bit.ly/3D3OtXJ
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@unity3d it would also be nice to get more official support and documentation for the Graphview and node creation.
So many devs use it and it has so much potential, but the lack of info on it is frustrating.
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Hey @andre_mc
Haven't seen a Unity prototype vid in a while. Maybe the next one could use Unity's UI Builder and Graphview to build a node-based Dialogue system or AI Behavior Tree

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Loving this initiative and partnership between LEGO Games and @Unity3D for the @LEGOIdeas contest 🙌 Learn how you can make your own game ⬇️ bit.ly/38iXaQK

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@brunomikoski Regarding the longevity of the feature though, we value the time invested learning our product and we want to ensure UI Toolkit can be used for all your editor extensibility and runtime requirements.
If you have more feedback, feel free to share in the Unity forums. Cheers!
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Okay, after some days working with the new UI Toolkit (former UIElement) from @unity3d:
Cons:
- The boilerplate is massive
- The whole flow of loading UXML/USS it's really bad.
- Really steep learning curve if you didn't work with this before.
continue 🧵
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@brunomikoski Hi Bruno - just dropping by to mention we're planning to reduce some of the boilerplate by improving our data binding solution next year. We're also currently addressing documentation and overall quality of the tooling.
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@arsalgames @unity3d This sounds definitely appealing to me.
I’d be curious to know what set of tasks you’d like to do on an iPad? It’s hard to imagine when we would have a full Unity experience running on a tablet but there’s probably some isolated workflows that would make a lot of sense.
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@unity3d Why UIElemets uss isn't supporting shadow property for visual elements?
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@BenoitDupuis @unity3d I'm trying from my Surface Studio, but I can't get very far using either pen or touch. While pen hover and 'right click' (barrel button for pen, touch and hold for touch) are properly detected, regular clicks are not recognized for some reason.
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Does the @unity3d editor NOT recognize touch & pen input? Or am I holding it wrong?
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